Thanks!! Yeah sounds that distract the guards would be an awesome mechanic! thanks for the idea :D
LostError
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Thanks!! Yeah, I was thinking about keeping the intruders hidden unless they are in sight. If I had less random paths, I think that could work better! And if you hold left click and drag, it'll draw a path as a loop, (but just not on the walls or spawn zones), is that what you are asking about with your second point??
Thanks!! I'm glad you like it :) Yeah I agree! A better direction might have been to have been keep the original 2 guards view distance the same, and add in extra guards of different types. Then build the difficulty with smarter, faster, and a greater quantity of enemies. Yeah and you also make a good point about the routes feeling random, i went a bit crazy with the nodes there, maybe if they rarely crossed lanes mid-path it'd feel less random. Lots to think about! Thanks for the comment!
super creative idea! The reveal at the start is great. I love that there isn't any filler levels, they all bring something new to the table. I wonder if you added some color to the buttons on the tutorial box if it'll be easier to distinguish quicker and make it a little quicker to switch between the rules? - (eg. "SPACE", "A", "D", "G" -- giving each of those buttons different colors).
Really nice work overall!
I actually really love the concept! Quite fun! I'm pretty sure the speed controls is a key reason I kept playing for so long, not having to wait as much. It was fun to try different strategies on the three different lanes, letting the AI build up one lane, only to send a bunch of the fast ones to the less-defended lane. I could see myself playing a fully fleshed out version for an hour -- I think the AI player's intelligence is really what makes it - it really plays like a normal player would. Nice work!
I love the idea of being the lowest-rank mob in a pokemon-type world! Really strong take on the theme! I think if it had a few more mechanics to fill-out the gameplay, like having to fight/flee when you do run into someone, or something, it'd flesh out the gameplay nicely. I was like 5 moves from finishing level 5 -- super fun, and good job overall!
Quite a unique take on not playing as the hero or villain! It really does make more sense (and is more fun) to play as a minion controling platforms from within the game, rather than as the "game designer" moving the platforms around, like other games I've seen in the game jam. Pixel art is very nice as well! Good job!
I really like the atmosphere - the art, music, and floaty controls really work well together. The difficulty is quite spot on too -- it has a good amount of challenge to it.
But i'm too impatient to keep retrying over and over again until I get it, but I wonder if a level (or multiple) at half the length, but with a leaderboard, might increase the replayability?
Really fun though, nice work!
That's a really strong concept! I love the idea of like a dungeon keeper but for mario games, reclaiming souls and resetting traps. I like that he interacts with the world differently to how a mario would -- that he needs more health to be able to collect souls from spike pits. Maybe if he had an additional power to mario, like a grappling hook, (so he wouldn't need so much health), it'd add some more depth to the gameplay? The controls can be quite fiddly, but nice work overall!
Fun game!! It's funny, you rush through it thinking its easy, until you realise that the amount of dudes you have is the amount that survived in the last round, and the way you play it changes immediately to be super-high stakes - almost like there's a role reversal in just the way you play it when you work it out. The art and music could use some work, but the gameplay is super interesting and fun, nice work!
The idea of rocket league brick breaker is actually a really fun cool idea! Even though it's relatively simple in its current form, its actually quite fun.
There's a lot you could do with it too, like adding the sound of the bricks breaking, adding powerups and different block types, but the core gameplay is super fun! I love the chaos of racing back to stop the ball hitting the wall after getting too ambitious.
I think if the car was a little slower to break and a tiny bit more "floaty" on the steering, it'd add a good amount of pressure to the gameplay - requiring more focus.
Overall, solid concept, quite fun!
I love the concept and the art fits really well. I like how recognizable the tower-types were and the variety -- that they are the all the type of enemies used in the mainstream tower defence games. I went with the speed every time, seems to work well -- feels like the whole game should be sped up more in general maybe? Overall, nice work!